I know this is a known issue, but it's really something that makes PVP rather unplayable and need a fix. You can hook the enemies power network and just place laserturrets in their base that will shoot everyone.
Electric Networks must be different per force so it can not be used by other forces.
Search found 445 matches
- Sun Apr 15, 2018 12:09 am
- Forum: Duplicates
- Topic: Power networks of other forces can be hooked
- Replies: 1
- Views: 618
- Sun Apr 15, 2018 12:05 am
- Forum: Resolved Problems and Bugs
- Topic: [posila][16.36] Underground pipe ghosts connect to other forces
- Replies: 4
- Views: 3346
[posila][16.36] Underground pipe ghosts connect to other forces
If the enemy force uses an underground pipe, you can block it connection using a underground pipe blueprint. The Blueprint will than connect to the one of the opponent force and stop the fluid without the enemy force seeing the reason for it. Underground pipes should not connect to opponent forces o...
- Sat Mar 17, 2018 4:12 am
- Forum: News
- Topic: Friday Facts #234 - Office pictures
- Replies: 79
- Views: 34832
Re: Friday Facts #234 - Office pictures
Adding to the PLD discussion: PLD's are not OP. But they are in vehicles like tanks. If you use PLD's without a Tank you are very squishy and have to decide weather you get some shields for defense, or PLD's for damage. Without Shields you get one shot by another tank. With a Tank, you can just go f...
- Sat Mar 17, 2018 12:22 am
- Forum: News
- Topic: Friday Facts #234 - Office pictures
- Replies: 79
- Views: 34832
Re: Friday Facts #234 - Office pictures
As one of the Participants i can clearly say that landmines are not too op for the sake of defense, but attack only! I highly dislike the change of mines being partly visible everywhere. Instead i recommend the following: 1. Mines can not be placed on building to attack 2. Mines can be detected and ...
- Tue Feb 20, 2018 7:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.25] Inserter placing items on fully compressed belt
- Replies: 15
- Views: 8287
Re: [kovarex] [0.16.25] Inserter placing items on fully compressed belt
I think I discovered the issue behind this. When the inserter inserts the item into the gap, the whole transport line is pushed back, including other gaps, instead of just pushing the items until the next gap. This means the belt is not actually compressed, like Anti assumes. I hope the gif makes t...
- Tue Feb 20, 2018 11:49 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.25] Inserter placing items on fully compressed belt
- Replies: 15
- Views: 8287
Re: [kovarex] [0.16.25] Inserter placing items on fully compressed belt
No, this is is completely not about sideloading, that is a different bug. As you can see the sidebelt never comes into affect and I could also remove it. This bug is about 1 inserter inserting an item on a not fully compressed belt. The lane wait for the item and backs up. The area that backed up mu...
- Tue Feb 20, 2018 3:16 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.25] Inserter placing items on fully compressed belt
- Replies: 15
- Views: 8287
Re: Inserter placing items on fully compressed belt [0.16.25]
i'm guessing it's related to [kovarex] [0.16.1] Items on belt creeping forward at specific position . would help if you uploaded the save. not a bug 0.16.25 "Changes Inserters and belt sideloading can now squash item on belt even when the gap isn't big enough. The squashed gap is extended to n...
- Tue Feb 20, 2018 2:43 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.25] Inserter placing items on fully compressed belt
- Replies: 15
- Views: 8287
[kovarex] [0.16.25] Inserter placing items on fully compressed belt
So when testing the amazing new feature of inserters compressing the belts I found a bug i can't think of a reason for. So I have an uncompressed mining belt and insert additional ore at the end of it to compress it. So when a "hole" is found, an item is inserted and the belt stops for a m...
- Tue Feb 20, 2018 1:55 am
- Forum: Releases
- Topic: Version 0.16.25
- Replies: 72
- Views: 38799
Re: Version 0.16.25
I thank you from the bottom of my heart for this belt compression patch
- Fri Jan 26, 2018 9:18 pm
- Forum: News
- Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
- Replies: 116
- Views: 46472
Re: Friday Facts #227 - Rendering, Trees & Scenario talk
What I think would really help people with Vram problems is just a setting in between medium und high sprites that is designed for people with a 2 GB Vram Graphics-card and uses HR textures for the most commen entities, but the LR ones for less frequent/important stuff, like it was the case in 0.15....
- Sun Jan 07, 2018 1:30 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 345705
Re: Friday Facts #224 - Bots versus belts
I've played around with the idea of limiting the amount of total bots you can have in all your networks and extent this with an infinite research, like you do with combat robots. This would buff belts immensely, while ensuring the opportunity of using logistic bots in specific situation.
- Thu Dec 14, 2017 7:55 pm
- Forum: Ideas and Suggestions
- Topic: Automatic Cliff Destroying
- Replies: 6
- Views: 4498
Re: Automatic Cliff Destroying
@bobucles & @Venrob I think you kinda miss the point i make here, it's not about alternative ways of removing cliffs, but about a way to automate it. Doing this with a cannon you have to either control it manually or automate destroying all cliffs in rage. Imgagine you are building a train track...
- Thu Dec 14, 2017 4:31 pm
- Forum: Ideas and Suggestions
- Topic: Automatic Cliff Destroying
- Replies: 6
- Views: 4498
Automatic Cliff Destroying
The main idea of the game is that everything should be automate able - that was already the argument to remove alien science. However you can not automatically destroy cliffs yet, which is impractical for late-game bases. Since they are Entities already anyways, i recommend them being able to be mar...
- Thu Dec 14, 2017 4:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.2] Number of Items in hand not aligned to hand anymore
- Replies: 5
- Views: 1283
Re: [0.16.2] Number of Items in hand not aligned to hand anymore
Thanks, awesome!
- Thu Dec 14, 2017 3:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [TOGos] [0.16.0] Starting area has no water
- Replies: 20
- Views: 10204
Re: [TOGos][16.0] Starting area has no water
The first experimental is out for like 24h now. I rather recommend overworking this in early 0.16 than waiting for half a year to fix this. Generation out side of the starting area is good, but within there are several problems. Missing ressources is only one of them. Personally I think there should...
- Thu Dec 14, 2017 2:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.2] Number of Items in hand not aligned to hand anymore
- Replies: 5
- Views: 1283
[0.16.2] Number of Items in hand not aligned to hand anymore
This may be not a bug, but intended behavior, but it's really a problem. When I run with items in my hand, i cannot see how many of them I have in my hand anymore, because the number is aligned to the current building and not the hand anymore. That way the numbers jump all over while running and are...
- Thu Dec 14, 2017 1:59 am
- Forum: Duplicates
- Topic: "Super" Compression when moving belts
- Replies: 1
- Views: 493
"Super" Compression when moving belts
Multiple items can be stacked on top of each other on a belt when rotating:
https://www.twitch.tv/videos/209278379?t=26m56s
https://www.twitch.tv/videos/209278379?t=26m56s
- Thu Dec 14, 2017 1:51 am
- Forum: Resolved Problems and Bugs
- Topic: [TOGos] [0.16.0] Starting area has no water
- Replies: 20
- Views: 10204
[TOGos] [0.16.0] Starting area has no water
Starting area sometimes has no water:
https://www.twitch.tv/videos/209278379?t=13m30s
https://www.twitch.tv/videos/209278379?t=13m30s
- Thu Dec 14, 2017 1:11 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.1] Items on belt creeping forward at specific position
- Replies: 26
- Views: 17674
[kovarex] [0.16.1] Items on belt creeping forward at specific position
Iron Plate behind Inserters "jump" even tho compression fails. This is not really something game breaking, but may give a hint to something not working as intended right there
save attached
save attached
- Wed Dec 13, 2017 7:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [0.16.0] Sideloading works completely different now
- Replies: 116
- Views: 59501
[0.16.0] Sideloading works compeltely different now
I already know that sideloading isn't supposed to compress a belt anymore and it's not a bug. Even tho i think this is a very bad change and trows us back to 0.12 times, I still consider this being a bug.